series: topic:
engineering Godot & Claude

Live Reload While Playing: How My Agents Update the Game Without Interrupting My Tests

Fixes were landing faster than I could restart the game. So I built a live-reload pipeline that lets my AI agents deploy new builds while I'm mid-playtest — preserving my exact game state across each reload.

godotlive-reloadagentsworkflowweb-exporttesting
engineering AllByte Studios

5x, then 1.1x, then 2.5x: Measuring Whether My AI Workflow Actually Saves Tokensdraft

When Arc claimed the drain pattern was a 5x efficiency win, I believed it. Then the token split landed and the number became 1.1x. After a cache-read correction it settled at 2.5x. This is how a single honest measurement cycle changed our workflow — and why cache reads are the trap.

claudeefficiencytokensworkflowai-pair-programming
engineering Godot & Claude

A Four-Tier Test Framework for an AI-Built Gamedraft

How I test a Godot game built by AI agents. Four tiers — unit, integration, Playwright-over-WASM, and a full happy-path playthrough — each with a clear job, a clear runtime, and a clear trigger. Vera owns all four; the CI pyramid only earns its shape once the bottom is cheap and the top is real.

testinggutplaywrightgodotquality-gatesai-pair-programming
engineering AllByte Studios

A Real-Time Dashboard for an AI Development Team

My AI agents were shipping work I couldn't see. This is the Dev Console I built to watch them — swim lanes for tickets, a decision queue for questions pointed at me, a scrolling chat feed between the agents, and a file-based write-back so I can answer from the browser.

dev-consoleclaudeagentsticketssvelteastro
workflow AllByte Studios

From 2 Claudes to 5: The Whole Engineering Team

My engineering team went from two Claudes to five. How I split my game development Claude into 4 specialist leads — each with strict domain boundaries, context inheritance, and the ability to spin up ephemeral subagents for parallel work. Here's how the team actually coordinates.

claudeagentssubagentsai-pair-programmingworkflow
engineering AllByte Studios

A File Watcher, Because I Couldn't Think of Anything Betterdraft

A local daemon that pushes Chronicles test data to prod on file change — and why every cleaner option fell apart.

infrastructureawsnodeautomation
narrative Chronicles of Nesis

From Steam to Web: The Day Job Meets the Dream

Why I'm spending my evenings building enterprise-grade infrastructure around a tactical RPG — and the moment I realized it might actually work.

chronicles-of-nesisaiclaudeplaywrightindieinfrastructure
engineering AllByte Studios

Save Sync Without a Backend (Then With One)draft

How browser saves persist for everyone, plus an opt-in server backup for Hero and Legend subscribers — and the architectural choices behind keeping the in-game save the only save action.

godotsavesarchitecturestripesubscription
workflow Godot & Claude

My Two-Claude Team: Coordinating Across Repos

How I code with two Claude Code "team leads" on this project — one for the web app, one for the Godot game. Here's how they divide the work, hand off contracts, and stay out of each other's way.

claudeworkflowdockertmuxai-pair-programming
engineering Godot & Claude

Running Claude Code in Docker: Sandboxed AI with Full Permissions

How I set up Docker containers to safely run Claude Code with --dangerously-skip-permissions, and the auth and user-mode issues I hit along the way.

dockerclaudedevopssecuritycontainers
strategy AllByte Studios

Why Build My Own Site Instead of Using Patreon?

An honest look at what I'm giving up by self-hosting instead of using Patreon — and why I'm trying it anyway.

businesspatreonself-hostingstripeindie
engineering AllByte Studios

My Setup: Infrastructure, Costs, and Auth

How allbyte.studio runs on AWS for under $5/month — the infrastructure, CI/CD pipeline, cost protection, security boundaries, and custom auth system.

awsinfrastructureauthstripeself-hosting
engineering AllByte Studios

Integrating the Website with the Game

How game assets flow from the Godot project to the web — asset sync, sprite conversion, and lessons learned building the pipeline.

godotassetspipelineawsself-hosting
narrative Chronicles of Nesis

From Zero to Steam: Building Chronicles of Nesis

How a tactical RPG went from a turn queue on a blank grid to a playable demo on Steam — built solo in Godot 3.5 over four years.

godotgamedevsteamtactical-rpgindie